I plan to take Psychic Lock ASAP for my high-AC human wizard build (who I plan to use as a secondary character in LFR). It really depends on your build and your goals. I don't think it is as rare as you feel it is, but we'll just have to agree to disagree.I was considering Heroic level. The 6% jumps to 11% at Paragon level with Psychic Lock. 1 Illusory Ambush out of 9. So, I can definitely see the value of switching Cloud of Daggers with Illusory Ambush once Psychic Lock is taken. However, there are also many other good Paragon level feats, so I suspect that it is the rare player who would take Psychic Lock at 11th level just for this (but it could happen).
True, but it's still there, and it's one of only three solos that would threaten a level 30 party (or four if I go down to a lower level to get the Runescribed Dracolich), so it's worth noting. And there's no way I'm using Orcus as an example, when fighting him is a once in a lifetime encounter that requires special circumstances for the PCs to win.As an example, the Tarrasque is so poorly designed that it is now the mathematical joke of the MM.
I gave several other examples...there were only two level 30 creatures in the MM, and I used both. I'm not picking a ridiculous example when I use all the available creatures for that level as examples...and I also gave two examples for each of the other two tiers.I can see making a Tarrasque with high Fort and low Will. But, this is just plain ridiculous (which is also why using a Tarrasque in your examples make them seem less credulous for a serious discussion as compared to using more standard creatures).
That's why my wizard chose Icy Terrain as his level 1 encounter power. Easier to hit multiple targets, has a controlling effect (prone), and can block foes due to the difficult terrain. I expect that it will be used every combat.Every combat? Wow. You and I really do play the game differently. I use up my Per Encounter power (only have one at the moment, Force Orb) maybe 1 combat in 3.
Part of the reason for this is that it's rare to get two opponents standing side by side to use Force Orb, but it's not as rare to have 2 opponents 2 squares apart to use Scorching Burst. I'd rather hit 2 opponents with Scorching Burst than 1 opponent with Force Orb (because my chance to hit at least one of them is high and I also average more damage).
I think keterys and I are on the same page, here. Search room, search bodies, apply bandages, agree on where to go next...and you've just done a short rest.It's metagaming to do it every single time. It's playing the rules, not roleplaying the characters.
My group would chase the enemies for a different reason...if reinforcements are warned, we're likely to be attacked in the next 5 minutes, which means we won't have time to apply bandages and do the other typical short rest activities. You don't take a break when you know you're about to be attacked. But that's a situation forced upon you by the circumstances, not a deliberate choice to press on.As an example, in our last game, we ended the night with one of the NPCs running away and the rest dispatched. He is about 40 feet away, around a corner and the PCs are convinced that he is going to get reinforcements. So, we kept initiative in the same order and are chasing after him. Even if we run into a room of enemies, they should be unprepared enemies instead of ones waiting in ambush.
Okay, you get points for mentioning CoH/CoV...even though I haven't been able to play at all since 4E was released, I've been a player since Beta.No different than waiting for your powers, health, and endurance to all come back in City of Villains for a few minutes before taking on the next opponent 50 feet away every single time. If people do this for DND (every time), they might as well be playing a MMORPG.
I think keterys and I are on the same page, here. Search room, search bodies, apply bandages, agree on where to go next...and you've just done a short rest.
But that's a situation forced upon you by the circumstances, not a deliberate choice to press on.
Even Navy Seals need to reload their guns...I want to be a Navy Seals team: hit fast and hit hard, sort it all out later. Not the Bobbsey Twins on vacation strolling through the dungeon.
I disagree. If they wanted to discourage the refreshing of encounter powers, they wouldn't have made a short rest only take 5 minutes, with characters allowed to take as many short rests as they want. Now, daily power refreshes are discouraged, by only allowing one extended rest per 12 hours.The game is designed to discourage this perfectly reasonable in character decision (which in 3E, was a perfectly reasonable in character decision and done quite often by some groups).
That's why my wizard chose Icy Terrain as his level 1 encounter power. Easier to hit multiple targets, has a controlling effect (prone), and can block foes due to the difficult terrain. I expect that it will be used every combat.
It gets down to play style. I see encounter powers as the big guns of an encounter, and I want the flexibility to use those big guns so I'm not stuck relying exclusively on at-will powers.
Icy Terrain shines in many situations, but the best use is when there's a chokepoint on the map that your Defenders are holding. If necessary, ready an action to use Icy Terrain right before your defenders act - that will ensure they take advantage of the enemies being prone. Likewise, if it is an issue, ranged PCs can hold their action to fire right after the enemy stands up.Icy Terrain is just so weak damage-wise and the control aspect of it lasts for such a short period that it hardly seems worth the effort. At least in our games, melee enemies close real quick and a prone / difficult terrain combo doesn't do much to movement if it just knocks down an opponent who is already standing right next to the Defender. It does give the Defender a bonus to hit if he gets an action before the foe(s), but that assumes that the Defender does get an action before the foe(s) and that the Defender wants to attack that particular foe(s).
Fortunately, the majority of foes are melee-oriented.Against Ranged opponent, Icy Terrain merely damages them. The prone aspect does virtually nothing except give them a boost to AC from our ranged attacks.
KarinsDad, as far as I can tell you're making some assumptions of the designers that aren't true.
One big thing that would help you understand is that you're intended to fight a whole section of dungeon at once, often enough.
That is to say, maybe the doors are open or closed, but when you fireball one section, you may draw everyone who can hear it. In one of my combats last night, the very first thing that happened is reinforcements got called in from the next two nearest rooms. They'd dealt with three rooms worth of stuff, found a magic item, and were actively looking for a ritual scroll to recover...
The encounter powers exist to be used almost every encounter.
You can certainly press onwards, and you'll see that many of the wotc playtest reports they do so, but barring strings of easy encounters, you should need to catch your breath every now and then.
Or just have a fair distance between encounters. Like not next door. Placing big encounter areas at least five minutes apart is an easy solution for letting people get their powers back![]()
Even Navy Seals need to reload their guns...